1 | /* |
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2 | orxonox - the future of 3D-vertical-scrollers |
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3 | |
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4 | Copyright (C) 2004 orx |
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5 | |
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6 | This program is free software; you can redistribute it and/or modify |
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7 | it under the terms of the GNU General Public License as published by |
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8 | the Free Software Foundation; either version 2, or (at your option) |
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9 | any later version. |
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10 | |
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11 | ### File Specific: |
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12 | main-programmer: Benjamin Grauer |
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13 | co-programmer: ... |
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14 | */ |
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15 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD_ENTITY |
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16 | |
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17 | |
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18 | #include "terrain_entity.h" |
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19 | #include "terrain/terrain.h" |
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20 | #include "util/loading/load_param.h" |
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21 | #include "util/loading/factory.h" |
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22 | #include "spatial_separation.h" |
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23 | |
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24 | #include "util/loading/resource_manager.h" |
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25 | #include "model.h" |
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26 | #include "network_game_manager.h" |
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27 | |
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28 | #include "material.h" |
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29 | |
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30 | #include "glincl.h" |
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31 | |
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32 | #include "state.h" |
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33 | |
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34 | using namespace std; |
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35 | |
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36 | CREATE_FACTORY( TerrainEntity, CL_TERRAIN ); |
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37 | |
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38 | /** |
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39 | * standard constructor |
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40 | */ |
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41 | TerrainEntity::TerrainEntity (const TiXmlElement* root) |
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42 | { |
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43 | this->init(); |
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44 | |
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45 | |
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46 | if( root != NULL) |
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47 | this->loadParams(root); |
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48 | terrain->build( ); |
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49 | } |
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50 | |
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51 | |
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52 | /** |
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53 | * Constructor for loading a TerrainEntity out of a file |
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54 | * @param fileName The file to load data from. |
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55 | |
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56 | this either loads out of an OBJ-file, or loads a heightmap if no .obj-extension is found. |
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57 | */ |
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58 | TerrainEntity::TerrainEntity(const std::string& fileName ) |
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59 | { |
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60 | this->init(); |
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61 | |
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62 | if (fileName.rfind(".obj" ) != -1 || fileName.rfind(".OBJ") != -1 ) |
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63 | { |
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64 | this->loadModel(fileName); |
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65 | } |
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66 | else |
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67 | { |
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68 | // load the hightMap here. |
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69 | } |
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70 | } |
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71 | |
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72 | /** |
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73 | * a Constructor for the Debug-Worlds |
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74 | */ |
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75 | TerrainEntity::TerrainEntity(DebugTerrainEntity debugTerrainEntity) |
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76 | { |
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77 | this->init(); |
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78 | this->buildDebugTerrainEntity(debugTerrainEntity); |
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79 | } |
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80 | |
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81 | /** |
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82 | * standard deconstructor |
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83 | |
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84 | */ |
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85 | TerrainEntity::~TerrainEntity () |
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86 | { |
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87 | if (objectList) |
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88 | glDeleteLists(this->objectList, 1); |
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89 | |
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90 | if (this->vegetation) |
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91 | { |
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92 | ResourceManager::getInstance()->unload( this->vegetation ); |
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93 | } |
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94 | |
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95 | if( this->terrain ) |
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96 | delete terrain; |
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97 | } |
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98 | |
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99 | |
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100 | void TerrainEntity::init() |
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101 | { |
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102 | this->setClassID( CL_TERRAIN, "TerrainEntity"); |
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103 | this->toList(OM_ENVIRON_NOTICK); |
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104 | this->toReflectionList(); |
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105 | |
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106 | this->objectList = 0; |
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107 | this->vegetation = NULL; |
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108 | |
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109 | this->terrain = new Terrain(); |
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110 | |
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111 | //this->heightMapMaterial = new Material(); |
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112 | } |
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113 | |
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114 | |
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115 | void TerrainEntity::loadParams(const TiXmlElement* root) |
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116 | { |
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117 | WorldEntity::loadParams(root); |
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118 | |
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119 | LoadParam(root, "scale", this, TerrainEntity, setScale) |
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120 | .describe("The scale in x,y,z direction"); |
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121 | |
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122 | LoadParam( root, "lightmap", this, TerrainEntity, loadLightmap ) |
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123 | .describe("The name of the lightmap."); |
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124 | |
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125 | LoadParam( root, "elevationmap", this, TerrainEntity, loadElevationmap ) |
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126 | .describe( "The name of the elevation map. Must be an 8bit image" ); |
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127 | |
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128 | } |
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129 | |
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130 | void TerrainEntity::setScale(float x, float y, float z) |
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131 | { |
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132 | terrain->setScale( Triple( x, y, z ) ); |
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133 | } |
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134 | |
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135 | void TerrainEntity::loadElevationmap( const std::string& _eleFile ) |
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136 | { |
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137 | terrain->setHeightmap( _eleFile ); |
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138 | } |
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139 | |
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140 | void TerrainEntity::loadLightmap( const std::string& _lightFile ) |
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141 | { |
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142 | Material *mat = new Material( "TERR_LM" ); |
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143 | mat->setDiffuse( 1.0f, 1.0f, 1.0f ); |
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144 | mat->setAmbient( 1.0f, 1.0f, 1.0f ); |
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145 | mat->setDiffuseMap( _lightFile, GL_TEXTURE_2D, 0 ); |
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146 | mat->setDiffuseMap( std::string( "pictures/debug.png" ), GL_TEXTURE_2D, 1 ); |
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147 | terrain->addMaterial( mat ); |
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148 | } |
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149 | |
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150 | |
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151 | |
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152 | void TerrainEntity::loadVegetation(const std::string& vegetationFile) |
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153 | { |
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154 | PRINTF(4)("loadVegetation: %s\n", vegetationFile.c_str()); |
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155 | if (this->vegetation) |
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156 | ResourceManager::getInstance()->unload(this->vegetation, RP_LEVEL); |
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157 | if (!vegetationFile.empty()) |
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158 | { |
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159 | PRINTF(4)("fetching %s\n", vegetationFile.c_str()); |
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160 | this->vegetation = dynamic_cast<Model*>(ResourceManager::getInstance()->load(vegetationFile, OBJ, RP_CAMPAIGN)); |
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161 | } |
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162 | else |
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163 | this->vegetation = NULL; |
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164 | } |
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165 | |
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166 | |
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167 | |
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168 | |
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169 | |
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170 | void TerrainEntity::draw () const |
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171 | { |
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172 | glMatrixMode( GL_MODELVIEW ); |
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173 | glPushMatrix(); |
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174 | |
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175 | /* translate */ |
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176 | glTranslatef( this->getAbsCoor().x, |
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177 | this->getAbsCoor().y, |
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178 | this->getAbsCoor().z ); |
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179 | |
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180 | Vector cam = State::getCameraNode()->getAbsCoor(); |
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181 | |
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182 | if ( this->terrain ) { |
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183 | terrain->setCameraPosition( Triple( cam.x, cam.y, cam.z ) ); |
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184 | terrain->draw( ); |
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185 | } |
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186 | |
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187 | glPopMatrix(); |
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188 | /* |
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189 | glMatrixMode(GL_MODELVIEW); |
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190 | glPushMatrix(); |
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191 | glLoadIdentity(); |
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192 | Vector camera = State::getCameraNode()->getAbsCoor(); // Go on here ..........!!! |
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193 | |
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194 | float height = heightMap->getHeight(camera.x, camera.z); |
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195 | |
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196 | glEnable (GL_COLOR_MATERIAL) ; |
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197 | glBegin(GL_QUADS); // Draw The Cube Using quads |
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198 | glColor3f(0.0f,1.0f,0.0f); // Color Blue |
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199 | glVertex3f(camera.x + 63.0f,TerrainEntity->getHeight(camera.x+63.0f, camera.z-10.0f)+13.0f,camera.z-10.0f); // Top Right Of The Quad (Top) |
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200 | glVertex3f(camera.x-63.0f, getHeight(camera.x+63.0f, camera.z-10.0f)+13.0f,camera.z-10.0f); // Top Left Of The Quad (Top) |
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201 | glVertex3f(camera.x-63.0f, getHeight(camera.x+63.0f, camera.z+10.0f)+13.0f, camera.z+10.0f); // Bottom Left Of The Quad (Top) |
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202 | glVertex3f(camera.x+ 63.0f, getHeight(camera.x+63.0f, camera.z+10.0f)+13.0f, camera.z+10.0f); // Bottom Right Of The Quad (Top) |
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203 | glEnd(); // End Drawing The Plan |
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204 | |
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205 | glPopMatrix();*/ |
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206 | |
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207 | } |
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208 | |
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209 | |
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210 | void TerrainEntity::buildDebugTerrainEntity(DebugTerrainEntity debugTerrainEntity) |
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211 | { |
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212 | terrain->build( ); |
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213 | /* |
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214 | // if the TerrainEntity is the TerrainEntity of Dave |
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215 | if (debugTerrainEntity == TERRAINENTITY_DAVE) |
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216 | { |
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217 | objectList = glGenLists(1); |
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218 | glNewList (objectList, GL_COMPILE); |
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219 | |
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220 | glColor3f(1.0,0,0); |
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221 | |
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222 | int sizeX = 100; |
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223 | int sizeZ = 80; |
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224 | float length = 1000; |
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225 | float width = 200; |
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226 | float widthX = float (length /sizeX); |
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227 | float widthZ = float (width /sizeZ); |
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228 | |
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229 | float height [sizeX][sizeZ]; |
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230 | Vector normal_vectors[sizeX][sizeZ]; |
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231 | |
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232 | |
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233 | for ( int i = 0; i<sizeX-1; i+=1) |
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234 | for (int j = 0; j<sizeZ-1;j+=1) |
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235 | //height[i][j] = rand()/20046 + (j-25)*(j-25)/30; |
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236 | #ifdef __WIN32__ |
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237 | height[i][j]=(sin((float)j/3)*rand()*i/182400)*.5; |
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238 | #else |
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239 | height[i][j]=(sin((float)j/3)*rand()*(long)i/6282450500.0)*.5; |
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240 | #endif |
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241 | |
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242 | //Die Huegel ein wenig glaetten |
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243 | for (int h=1; h<2;h++) |
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244 | for (int i=1;i<sizeX-2 ;i+=1 ) |
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245 | for(int j=1;j<sizeZ-2;j+=1) |
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246 | height[i][j]=(height[i+1][j]+height[i][j+1]+height[i-1][j]+height[i][j-1])/4; |
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247 | |
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248 | //Berechnung von normalen Vektoren |
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249 | for(int i=1;i<sizeX-2;i+=1) |
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250 | for(int j=1;j<sizeZ-2 ;j+=1) |
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251 | { |
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252 | Vector v1 = Vector (widthX*(1), height[i][j], widthZ*(j) ); |
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253 | Vector v2 = Vector (widthX*(i-1), height[i-1][j], widthZ*(j)); |
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254 | Vector v3 = Vector (widthX*(i), height[i][j+1], widthZ*(j+1)); |
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255 | Vector v4 = Vector (widthX*(i+1), height[i+1][j], widthZ*(j)); |
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256 | Vector v5 = Vector (widthX*(i), height[i][j-1], widthZ*(j-1)); |
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257 | |
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258 | Vector c1 = v2 - v1; |
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259 | Vector c2 = v3 - v1; |
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260 | Vector c3= v4 - v1; |
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261 | Vector c4 = v5 - v1; |
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262 | Vector zero = Vector (0,0,0); |
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263 | normal_vectors[i][j]=c1.cross(v3-v5)+c2.cross(v4-v2)+c3.cross(v5-v3)+c4.cross(v2-v4); |
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264 | normal_vectors[i][j].normalize(); |
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265 | } |
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266 | |
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267 | glBegin(GL_QUADS); |
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268 | int snowheight=3; |
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269 | for ( int i = 0; i<sizeX; i+=1) |
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270 | for (int j = 0; j<sizeZ;j+=1) |
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271 | { |
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272 | Vector v1 = Vector (widthX*(i), height[i][j]-20, widthZ*(j) -width/2); |
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273 | Vector v2 = Vector (widthX*(i+1), height[i+1][j]-20, widthZ*(j) -width/2); |
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274 | Vector v3 = Vector (widthX*(i+1), height[i+1][j+1]-20, widthZ*(j+1)-width/2); |
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275 | Vector v4 = Vector (widthX*(i), height[i][j+1]-20, widthZ*(j+1)-width/2); |
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276 | float a[3]; |
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277 | if(height[i][j]<snowheight) |
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278 | { |
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279 | a[0]=0; |
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280 | a[1]=1.0-height[i][j]/10-.3; |
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281 | a[2]=0; |
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282 | glMaterialfv(GL_FRONT,GL_DIFFUSE,a); |
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283 | } |
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284 | else |
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285 | { |
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286 | a[0]=1.0; |
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287 | a[1]=1.0; |
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288 | a[2]=1.0; |
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289 | glMaterialfv(GL_FRONT,GL_DIFFUSE,a); |
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290 | |
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291 | } |
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292 | glNormal3f(normal_vectors[i][j].x, normal_vectors[i][j].y, normal_vectors[i][j].z); |
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293 | glVertex3f(v1.x, v1.y, v1.z); |
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294 | if(height[i+1][j]<snowheight) |
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295 | { |
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296 | a[0]=0; |
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297 | a[1] =1.0-height[i+1][j]/10-.3; |
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298 | a[2]=0; |
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299 | glMaterialfv(GL_FRONT,GL_DIFFUSE,a); |
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300 | } |
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301 | else |
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302 | { |
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303 | a[0]=1.0; |
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304 | a[1]=1.0; |
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305 | a[2]=1.0; |
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306 | glMaterialfv(GL_FRONT,GL_DIFFUSE,a); |
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307 | |
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308 | } |
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309 | glNormal3f(normal_vectors[i+1][j].x, normal_vectors[i+1][j].y, normal_vectors[i+1][j].z); |
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310 | glVertex3f(v2.x, v2.y, v2.z); |
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311 | if(height[i+1][j+1]<snowheight) |
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312 | { |
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313 | a[0]=0; |
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314 | a[1] =1.0-height[i+1][j+1]/10-.3; |
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315 | a[2]=0; |
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316 | glMaterialfv(GL_FRONT,GL_DIFFUSE,a); |
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317 | } |
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318 | else |
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319 | { |
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320 | a[0]=1.0; |
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321 | a[1]=1.0; |
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322 | a[2]=1.0; |
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323 | glMaterialfv(GL_FRONT,GL_DIFFUSE,a); |
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324 | |
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325 | |
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326 | } |
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327 | glNormal3f(normal_vectors[i+1][j+1].x, normal_vectors[i+1][j+1].y, normal_vectors[i+1][j+1].z); |
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328 | glVertex3f(v3.x, v3.y, v3.z); |
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329 | if(height[i][j+1]<snowheight) |
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330 | { |
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331 | a[0]=0; |
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332 | a[1] =1.0-height[i+1][j+1]/10-.3; |
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333 | a[2]=0; |
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334 | glMaterialfv(GL_FRONT,GL_DIFFUSE,a); |
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335 | } |
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336 | else |
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337 | { |
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338 | a[0]=1.0; |
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339 | a[1]=1.0; |
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340 | a[2]=1.0; |
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341 | glMaterialfv(GL_FRONT,GL_DIFFUSE,a); |
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342 | } |
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343 | glNormal3f(normal_vectors[i][j+1].x, normal_vectors[i][j+1].y, normal_vectors[i][j+1].z); |
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344 | glVertex3f(v4.x, v4.y, v4.z); |
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345 | |
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346 | } |
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347 | glEnd(); |
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348 | glEndList(); |
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349 | } |
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350 | */ |
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351 | if (debugTerrainEntity == TERRAINENTITY_BENSCH) |
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352 | { |
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353 | /* |
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354 | this->model = (OBJModel*) new Model(); |
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355 | this->model->setName("CUBE"); |
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356 | this->model->addVertex (-0.5, -0.5, 0.5); |
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357 | this->model->addVertex (0.5, -0.5, 0.5); |
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358 | this->model->addVertex (-0.5, 0.5, 0.5); |
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359 | this->model->addVertex (0.5, 0.5, 0.5); |
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360 | this->model->addVertex (-0.5, 0.5, -0.5); |
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361 | this->model->addVertex (0.5, 0.5, -0.5); |
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362 | this->model->addVertex (-0.5, -0.5, -0.5); |
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363 | this->model->addVertex (0.5, -0.5, -0.5); |
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364 | |
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365 | this->model->addVertexTexture (0.0, 0.0); |
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366 | this->model->addVertexTexture (1.0, 0.0); |
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367 | this->model->addVertexTexture (0.0, 1.0); |
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368 | this->model->addVertexTexture (1.0, 1.0); |
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369 | this->model->addVertexTexture (0.0, 2.0); |
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370 | this->model->addVertexTexture (1.0, 2.0); |
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371 | this->model->addVertexTexture (0.0, 3.0); |
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372 | this->model->addVertexTexture (1.0, 3.0); |
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373 | this->model->addVertexTexture (0.0, 4.0); |
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374 | this->model->addVertexTexture (1.0, 4.0); |
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375 | this->model->addVertexTexture (2.0, 0.0); |
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376 | this->model->addVertexTexture (2.0, 1.0); |
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377 | this->model->addVertexTexture (-1.0, 0.0); |
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378 | this->model->addVertexTexture (-1.0, 1.0); |
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379 | |
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380 | this->model->finalize(); |
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381 | */ |
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382 | } |
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383 | } |
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384 | void TerrainEntity::getAltitude( Vector& _position, Vector& _normal ) |
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385 | { |
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386 | Triple altitude( _position.x-getAbsCoor().x, 0.0f, _position.z-getAbsCoor().z ), |
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387 | normal( 0.0f, 0.0f, 0.0f ); |
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388 | if ( terrain ) |
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389 | terrain->getAltitude( altitude, normal ); |
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390 | |
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391 | _position.y = altitude.y+getAbsCoor().y; |
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392 | _normal.z = normal.z; _normal.y = normal.y; _normal.z = normal.z; |
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393 | } |
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394 | |
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395 | float TerrainEntity::getHeight( float x, float z ) |
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396 | { |
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397 | Triple altitude( x-getAbsCoor().x, 0.0f, z-getAbsCoor().z ), |
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398 | normal( 0.0f, 0.0f, 0.0f ); |
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399 | if ( terrain ) |
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400 | terrain->getAltitude( altitude, normal ); |
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401 | |
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402 | return altitude.y+getAbsCoor().y; |
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403 | } |
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